Sasuke (SCON4)

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Sasuke Uchiha
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HP 210
Guard Gauge 1680
Jab Speed Frame 14
Jab Height High
Backdash Type Normal
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Summary

A great choice for beginners and veterans alike, Sasuke showcases a focused set of quality options, which includes a straight-forward punish game punctuated by his piledriver, one of the fastest Away from opponent guard-frame attacks in the game and guard mix-ups using Sharingan-cancels from his Down transformation. In Super, a handful of touch-ups have turned a previously solid, but middling character into perhaps one of the strongest in the game.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Good reaching , one of the few first attacks that can be cancelled into a super
Hit grab piledriver into hard knockdown, sets up for activating Sharingan
Down A mediocre leg sweep; has slow startup and crushes late; launches and can be y-canceled
Away from opponent Great guard frames that lead into a three hit string that knocks the opponent down on hit, or push them away on block
Towards opponent Good reach high damage attack that turns the opponent around on backturn; can link into
Running A stylish punch that knocks the opponent down; can convert near walls with a y-cancel; very unsafe on block
High damage divekick; Sasuke moves backwards considerably after landing
Special Moves
Throws shuriken and can charge twice.
Standard anti-air- shuriken.
Teleport behind the opponent and does a somersault kick that knocks them down
Down An overhead kunai slash- High crushes, but otherwise inferior to , Down and Towards opponent in almost every way; Down is Sasuke's best option for hitting OTG; can link into .
Away from opponent Teleport in front of the opponent into a somersault kick; staggers on hit and is plus on block.
Away from opponent Counter that teleports behind the opponent on activation, allows for a guaranteed uncharged Chidori after.
Towards opponent Flame breath; does good chip damage to close out rounds.
Running Running shuriken throw.
Air shuriken (standard air shanks).
Super Moves
Lion barrage
Chidori, can be charged to increase damage
Away from opponent Activates your Sharingan; when in sharingan, allows sharingan cancel.
Away from opponent Dubbed "Sharingan Cancel" deactivates your Sharingan, this action has no duration and will cancel the recovery of or .
Phoenix sage fire technique.

Strategy

Combos

Combos Notes
> Y-Cancel > Good combo that allow you to activate Sharingan safely
> A reliable super confirm
Towards opponent > > High damaging link combo, good against backturned opponents
Towards opponent > Towards opponent > Conversion off of Towards opponent ending with easier execution than above
Y-Cancel > Away from opponent > High damage combo into lion barrage available when he has Sharingan activated

Extra Combo Notes

- drops earlier than does.

Changes from Vanilla

(List may be outdated, please let editors know about further changes)

  • Down directional throw added, this leaves the opponent grounded and allow for follow up
  • 2Y throw added that knocks down
  • Grabbable Moves: JA, RA, 8A, 6A, 8B landing, SJX, S8X
  • 5B: has a super cancel; elbow hitbox removed; fist hitbox made larger on second active frame
  • 5B(B): hitbox appears and disappears one frame later
  • 5BBBB(B): has more lift
  • 5BBBBB(B): appears one frame sooner and disappears 3 frames sooner, bounces closer
  • 6B: hand hitbox does not appear on the first frame
  • 2B(B): launches higher, launches on block, mid instead of high, comes out two frames later
  • 8B: cannot be subbed until later
  • A8B: is hittable after releasing the opponent
  • 5A: charge changed from 10f to 8f
  • 6A: is grabbable until release
  • 4A: hitbox starts up much later to match the animation, staggers, ends earlier
  • 2A: hitbox appears three frames later
  • 2A(A): staggers
  • 2AA(A): does 6A
  • RA: can now be done at any time during run and does not have to wait for a looped animation to begin
  • GRKnJ: travels one frame slower; appears slightly further back

Sharingan Sasuke:

  • 4A: counter window sped up
  • A4A: can only be subbed on the first frame
  • RA: has three grabbable startup frames
  • 5X: adjustments to duration, sizes, and damage is applied on the cinematic portion; does 10+65 from 10+50
  • 5X8: added with anti air chidori that does 10+60
  • SJX: fireballs have slightly more lift and stagger
  • S8X: added doing a modified SJX

Resources

Guides and Info

Boocock's Sasuke fundies introduction

Gameplay footage

Super Naruto: Clash of Ninja! 4
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